Jump to content

[Convertion] Ranger Tris follower conversion causing CTD


Recommended Posts

Posted

I'm fairly new to converting mods from LE to SSE and trying my best in learning,

I'm trying to convert an LE follower mod to SE with the help of tutorials and pointers from other forums / commentors. I'm following this tutorial with some other workarounds such as:
- Not changing any name / value when going through CK, just load the esp and save as is.
- Extracting the .BSA file to get the meshes and texture folders out so I could use NIF Optimizer.
- Upon extracting the mesh folder, I noticed that their are two separate folders, one under meshes/actors/fagendata as the tutorial points out for head part and one under the data folder.
meshes.JPG.319e1f875fe9916ac0239207962f84a2.JPG

I've been doing the steps to a T and I always end up on CTD whenever I approach in her spawn area, a closer inspection also reveals that her face revert to the default nord face so I might've messed up something? I'm using MO2 as my mod manager so I think I need to tinker with the virtual file of my game?

Any suggestions would be appreciated.

Posted
11 hours ago, Lestat1627 said:

Cathedral Assets Optimizer  Try this again

Ah, I forgot about this ?and I have it on my desktop this whole time. Upon using CAO and CK to optimize and convert, It finally worked! though I didn't follow the NIF optimizer route since CAO does it (Corrections needed) now it appears that her inner mouth part clips through the face. Should I run NIF before CAO just to be sure to convert all meshes?


ScreenShot686.png.b052a42eb89a8f0fd4c1005967cd19df.png

Posted

if it were a racemenu preset, it would be a little game . You could manipulate the sculpture . 

It looks like a sculpture mistake

 

At first glance, it seems you are missing something: High Poly Head? It is probable ?

Or, the other way around.

 

Here's how you might try to fix the problem:
1) Extract the follower zip
2) Data \ meshes \ actors \ character \ facegendata \ facegeom \ name follower \ take the nif and paste it in Skyrim \ data \ SKSE \ plugins \ Chargen
3) Data \ textures \ actors \ character \ facegendata \ name follower \ take the DDS and paste it in the same path as the nif in SKSE

4) Start a new game. Select the sculpture and import the follower's nif. Make the necessary chin corrections, export the nif (change the name to find it faster). Exit the game.
In Skyrim \ data \\ meshes \ actors \ character \ facegendata \ facegeom \ name follower, you will need to paste the nif you just exported

 

Spoiler

 

Copy 

 

Immagine.jpg.d9fd9e2d46f6ee91d0f88bc48a069abc.jpg

 

 

Drop and Overwrite

 

Immagine.jpg.a20859fa8e2441a490368b4d343b07ac.jpg

 

In the example, you will notice that the nifs are different but, they only serve as an example

 

 

 

 

 

Posted
On 8/16/2021 at 3:03 AM, Lestat1627 said:

if it were a racemenu preset, it would be a little game . You could manipulate the sculpture . 

It looks like a sculpture mistake

 

At first glance, it seems you are missing something: High Poly Head? It is probable ?

Or, the other way around.

 

Here's how you might try to fix the problem:
1) Extract the follower zip
2) Data \ meshes \ actors \ character \ facegendata \ facegeom \ name follower \ take the nif and paste it in Skyrim \ data \ SKSE \ plugins \ Chargen
3) Data \ textures \ actors \ character \ facegendata \ name follower \ take the DDS and paste it in the same path as the nif in SKSE

4) Start a new game. Select the sculpture and import the follower's nif. Make the necessary chin corrections, export the nif (change the name to find it faster). Exit the game.
In Skyrim \ data \\ meshes \ actors \ character \ facegendata \ facegeom \ name follower, you will need to paste the nif you just exported

 

  Reveal hidden contents

 

Copy 

 

Immagine.jpg.d9fd9e2d46f6ee91d0f88bc48a069abc.jpg

 

 

Drop and Overwrite

 

Immagine.jpg.a20859fa8e2441a490368b4d343b07ac.jpg

 

In the example, you will notice that the nifs are different but, they only serve as an example

 

 

 

Hi, sorry for the late reply ?,
The mod doesn't use any high poly head as per the mod page, not sure how to double check this.
I did the Racemenu suggestion you posted and I find no clipping issues when I imported the head, after some adjustment to the lower lip / chin? and exporting it to the mod the problem still persist.

 

ScreenShot690.png.9377b47f358aeda4d5e2d0958d045a07.png

 

 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...